On Thu, Dec 23, 2010 at 2:19 PM, Vladimir Vukicevic
<vladimir@mozilla.com> wrote:
>
>
> ----- Original Message -----
>> On 12/23/2010 12:03 PM, Vladimir Vukicevic wrote:
>> > ----- Original Message -----
>> >
>> >> after updating DirectX9 (Windows XP) I get "invalid framebuffer
>> >> operation" error in the "2D Game of Life" application
>> >> http://www.ibiblio.org/e-notes/webgl/ca/life.html
>> >> is render to LUMINANCE FBO prohibited now? render to RGBA FBO works
>> >> fine
>> >> in the "Barkley's model"
>> >> http://www.ibiblio.org/e-notes/webgl/waves/barkley_rnd.html
>> >>
>> > Correct, only the image formats listed in table 4.5 of the GL ES 2.0
>> > spec are color-renderable: RGBA4, RGB5_A1, RGB565. It's an error if
>> > we weren't enforcing this with the straight GL (non-ANGLE)
>> > backend...
>> >
>> I understand that some cellphones can't do better - but this is an
>> insanely crippling limitation. Doing shadow rendering without
>> render-to-depth texture, without floating point destinations, and
>> without any kind of 16 bit format...argh!
>
> Yup. However! Note that those values are only guaranteed minimums. You can query RED_BITS with the FBO bound (or the renderbuffer param RENDERBUFFER_RED_SIZE) to see what you actually got. For example, in our impl on the desktop, you'll actually get 32-bit RGBA for RGBA4 or RGB5_A1, and 24-bit RGB for RGB565.
Same for Webkit implementation.
>
>> We really need better options on desktop systems because the qualitative
>> clobbering we'll take from cellphone limitations is a pain for people
>> who don't particularly care about that market.
>
> Yeah, I understand the concern. Our main goal was to create a common baseline; extensions can then add some additional functionality as appropriate to relax some of the constraints. It's much easier to do this (on both developers and implementors) than it is to have an overly broad/unrestricted spec, and then have to go through lots of pain on mobile implementations.
>
> - Vlad
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